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+/******************************************************************/
+/* This file is part of the homework assignments for CSCI-427/527 */
+/* at The College of William & Mary and authored by Pieter Peers. */
+/* No part of this file, whether altered or in original form, can */
+/* be distributed or used outside the context of CSCI-427/527 */
+/* without consent of either the College of William & Mary or */
+/* Pieter Peers. */
+/******************************************************************/
+#include <cassert>
+#include <algorithm>
+
+#include "boundedCompound.h"
+#include "intersector_factory_base.h"
+
+/////////////////
+// Constructor //
+/////////////////
+boundedCompound::boundedCompound(void)
+ : boundedPrimitive()
+{
+ _transform = transformation3d();
+ _intersector = nullptr;
+}
+
+
+boundedCompound::boundedCompound(const transformation3d& transform, const std::shared_ptr<const shader_base>& shader)
+
+ : boundedPrimitive(boundingBox(), shader)
+{
+ _transform = transform;
+ _intersector = nullptr;
+}
+
+
+/////////////
+// Methods //
+/////////////
+intersectionPoint boundedCompound::intersect(const ray& r) const
+{
+ // sanity check
+ assert(_intersector);
+ intersectionPoint ip;
+
+ // HW5: Modify this to correctly apply the transformation '_transform' in
+ // the intersection computations. The actualy intersection is performed
+ // by the _intersector (as shown below). NOTE: do not modify the lines
+ // above this.
+ // Modifies: nothing.
+ // Returns: intersection point.
+
+ ray r_trans = r; // create copy of ray r
+ r_trans.inverseTransform(_transform); // transform ray by inverse of matrix
+ ip = _intersector->intersect(r_trans); // intersect ray with primitives
+ ip.transform(_transform); // transform intersection by matrix
+
+ // Done ***do not modify below***
+ if(!ip.hasShader()) ip.setShader(_shader);
+ return ip;
+}
+
+
+void boundedCompound::initialize(const intersector_factory_base& ifb)
+{
+ // create the _intersector
+ _intersector = ifb(*this);
+}
+
+
+void boundedCompound::initializeBoundingBox(void)
+{
+ // compute the bounding box in world coordinates
+ _bb = boundingBox();
+ for_each(compounds().begin(), compounds().end(), [&](const std::shared_ptr<const boundedPrimitive>& prim)
+ {
+ _bb += transform(prim->boundingbox(), _transform);
+ });
+}
+
+
+bool boundedCompound::hasShader(void) const
+{
+ // check if this has a shader
+ if(boundedPrimitive::hasShader()) return true;
+
+ // check if each child has a shader
+ for(auto itr = compounds().begin(); itr != compounds().end(); itr++)
+ {
+ if(!(*itr)->hasShader()) return false;
+ }
+
+ // Done.
+ return true;
+}
+
+
+void boundedCompound::_print(std::ostream& s) const
+{
+ s << "boundedCompound (" << _bb << ", " << compounds().size() << " compounds)";
+}